Introduction

Anivia is fun to play, but takes time to master. She is the mistress of the battle field, controlling the flow of battle with well placed walls and terrifying burst damage. It takes time to learn her and you will make mistakes, but don't worry about it everyone makes mistakes once in a while. The key to Anivia as XGDragon (author of a very good Anivia guide) pointed out is positioning. Position is what separates the best Anivia players from the ok Anivia players.

My credentials (This is so you known that I am an experienced Anivia player). I am Brokenglasses123. Anivia is allmost all I play and I have won over 1000 games with Anivia alone.

Summoner Sets

Primary Set

Above is what I personally use most games. Ignite will help you secure kills and win your lane. Throughout all the games I have played I can recall countless kills that would have gotten away if not for Ignite. Flash is great summoner all around. It will get you kills and save your poorly position butt, countless times.

Explanation:

-Flash is a must on Anivia. Anivia has great burst damage, flash can be used for surprise burst attacks. If your opponent is low enough to be killed in one burst flash on top of them and get the kill. Great for positioning before a team fight. Also, with Anivia's slow speed, flash is great for chasing and escaping. Make sure you save this valuable summoners for when you need it though. If you are not going to make it out of a gank don't waist flash in a desperate attempted to escape. It is very valuable to have off cd.

Gives you that extra damage needed to finish an opponent off. It's true damage and heal reduction makes it a great finisher. The DOT on ignite will also make it more likely that the kill goes to you, which is a good thing since you are the AP carry and need to get fed.

-I get this when I play top lane Anivia. You may have top lane Anivia if you don't like who you are facing mid or if you have two mid lane champions on the team for some reason. Teleport gives you the sustain you need to take top. It lets you go back, grab some needed mana/hp and get back in lane quickly. Also, lets you gank lanes and get to a team fights. It is great for ganks or reverse ganks. Having a top lane suddenly appear bot is devastating and can lead to an easy Dragon or a tower.

You do not see this often on Anivia, but can be useful. It helps make up for Anivia's lack of speed, making it easier to gank lanes. Great for escapes and chasing. It also can be used very effectively in combination with Anivia's wall. All you have to do is ghost and the extra speed will make it easy for you to wall off opponents. I personal never use ghost because the other summoners a better, but it is still an ok summoner ability for Anivia.

I added this section because people like to get an idea of what an end game build should look like. Most games my build does not look like this, but that is because most games my build never looks the same. In the next sections I will explain how to choose the right build for the game you are in.

Skill Order

Skills

Rebirth

-How to use it
Rebirth is one of the best passives in the game. Even if you are low life you can stay in a fight longer knowing that if you die it's ok, because you will be reborn. If you are going to go to egg early game make sure it is by a tower. You will get the most kills with this ability when someone tries to tower dive you (always a good laugh) or when someone at low hp takes you to egg and you rebirth and burst them (also very fun). If you have teammates close and ready to help, you can also use this ability to bait opponents into a trap. Be mindful of Anivia's cool down on this ability.

-What not to do
Do not try to uses this ability all the time (that will get you killed). Save this ability and treat your first death like any other death and try to avoid it.

Flash Frost

-How to use it
This should be the first skill you get. This ability is a very slow skill shot and takes practice to use well. To get max damage out of flash frost try to burst it after it goes through an enemy. You will get 2x damage for both going through and for the burst. Attack from the bushes if you can. It makes it harder for your opponents to dodge. At lvl 6 use Glacial Storm to slow opponents making it easier to hit with Flash Frost.

The most important thing to remember about Flash Frost is to watch your target. Though this is a small detail it makes a world of difference. Just like in baseball you need to keep your eye on your target. Watch your opponents movements! One of the best times to use Flash Frost is as your opponent is just about to last hit a minion(time diference between diferent opponents). As you improve you will need to learn how to multitask between watching your opponent, timing last hits and watching the mini map.

Some other tips to help land FF are. Attack from brush if you can. This reduce opponents reaction time as they can not see your attack animation. Try to attack from an angle this makes it hard for them to dodge to the side and forces them to dodge forward or back, both which puts them out of favorable position. Also, attacking while they are moving forward makes it hard for them to dodge.

-What not to do
Do not underestimate the 2x damage of this ability. It makes the difference in getting a kill when doing your full combo with Anivia's R(ult) and E ability. Do not burst Flash Frost early if you can, try to remain calm and focused.

Crystallize

-How to use it
Anivia's wall is a very useful ability. You can use it to save yourself or allies or use it to trap your opponents. Learn how to use it to save your self and allies. It is great in team fights to divide teams. When running away from a team fight gone bad known when to just wall and run, and when to turn and wall, dividing one of your chasers from the rest of the group for a kill (Works best in the jungle).

Also Anivia's ice wall is great for defending turrets. Normally you want to wall the attacker in with your ice wall, kill the minions with your ult(R ability), burst the enemy champion with your Q and E ability and watch the tower hit them for mass damage. If you don't kill them they will likely be running away with low hp. Can be used for attacking turrets, too. Wall off behind the turet and keep opponents back.

Also can use walls for checking bushes and seeing what is ahead(very useful)!

-What not to do
First and most important, DO NOT wall off teammates, they will hate you for it(few exceptions)! Master your walls so this does not happen(it will take time and you will make mistakes).

Second known who you are against! Some Champions have abilities that let them go through your walls, known who they are. Also, at the start of the game look at what summer abilities your opponents pick because with flash they can still get past Anivia's walls.

-How to use it
This ability does your most damage and get's you your most kills. It is a simple on click ability that does 2x damage when your opponents are chilled. Level it up as fast as you can.(recommend setting to quick cast) For a faster combo you can use Frostbite before Glacial Storm. If your opponent is chilled by Glacial Storm while the Frostbite animation is still in mid air it will still do 2x damage when it hits.

-What not to do
Try not to use it if your opponent is not chilled.

Glacial Storm

-How to use it
Click R to turn it on and off. It has a very slow cool down and is great to use in team fights for AOE damage. Get good position placement of this ability in team fights; it will get you and your team lots of kills in team fights. Mid game if you are out numbered at a tower you can use this ability to clear incoming creap waves, most teams will not dive you without a creap wave and if they are so bold make them pay for it! Use This ability in combo with your E ability (Frostbite) often, this is your main source of damage (selective using Glacial Storm early game, it takes a lot of mana). (recommend setting to quick cast)

-What not to do
Do not waist all your mana using it. Use, it wisely early game, for it cost a lot of mana. Be selective in choosing when to use it early game. Do not keep it running when no one is standing on it. Doing this uses up a lot of valuable mana for no reason. Learn to turn it on and off fast!

Champion Matchups

Kassadin

Difficulty

Favors Enemy

Kass is really strong right now. He is a pain to deal with for most Casters.

What to do:
Pressure him hard early game before he hits lvl 6. At that play defensive and ward you lanes so other lanes can see his ganks coming.

Introduction

Anivia is fun to play, but takes time to master. She is the mistress of the battle field, controlling the flow of battle with well placed walls and terrifying burst damage. It takes time to learn her and you will make mistakes, but don't worry about it everyone makes mistakes once in a while. The key to Anivia as XGDragon (author of a very good Anivia guide) pointed out is positioning. Position is what separates the best Anivia players from the ok Anivia players.

My credentials (This is so you known that I am an experienced Anivia player). I am Brokenglasses123. Anivia is allmost all I play and I have won over 1000 games with Anivia alone.

Skills

Passive: RebirthUpon dying, Anivia will revert into an egg. If the egg can survive for six seconds, she is gloriously reborn.

Explanation:
-How to use it
Rebirth is one of the best passives in the game. Even if you are low life you can stay in a fight longer knowing that if you die it's ok, because you will be reborn. If you are going to go to egg early game make sure it is by a tower. You will get the most kills with this ability when someone tries to tower dive you (always a good laugh) or when someone at low hp takes you to egg and you rebirth and burst them (also very fun). If you have teammates close and ready to help, you can also use this ability to bait opponents into a trap. Be mindful of Anivia's cool down on this ability.

-What not to do
Do not try to uses this ability all the time (that will get you killed). Save this ability and treat your first death like any other death and try to avoid it.

-How to use it
This should be the first skill you get. This ability is a very slow skill shot and takes practice to use well. To get max damage out of flash frost try to burst it after it goes through an enemy. You will get 2x damage for both going through and for the burst. Attack from the bushes if you can. It makes it harder for your opponents to dodge. At lvl 6 use Glacial Storm to slow opponents making it easier to hit with Flash Frost.

The most important thing to remember about Flash Frost is to watch your target. Though this is a small detail it makes a world of difference. Just like in baseball you need to keep your eye on your target. Watch your opponents movements! One of the best times to use Flash Frost is as your opponent is just about to last hit a minion(time diference between diferent opponents). As you improve you will need to learn how to multitask between watching your opponent, timing last hits and watching the mini map.

Some other tips to help land FF are. Attack from brush if you can. This reduce opponents reaction time as they can not see your attack animation. Try to attack from an angle this makes it hard for them to dodge to the side and forces them to dodge forward or back, both which puts them out of favorable position. Also, attacking while they are moving forward makes it hard for them to dodge.

-What not to do
Do not underestimate the 2x damage of this ability. It makes the difference in getting a kill when doing your full combo with Anivia's R(ult) and E ability. Do not burst Flash Frost early if you can, try to remain calm and focused.

-How to use it
Anivia's wall is a very useful ability. You can use it to save yourself or allies or use it to trap your opponents. Learn how to use it to save your self and allies. It is great in team fights to divide teams. When running away from a team fight gone bad known when to just wall and run, and when to turn and wall, dividing one of your chasers from the rest of the group for a kill (Works best in the jungle).

Also Anivia's ice wall is great for defending turrets. Normally you want to wall the attacker in with your ice wall, kill the minions with your ult(R ability), burst the enemy champion with your Q and E ability and watch the tower hit them for mass damage. If you don't kill them they will likely be running away with low hp. Can be used for attacking turrets, too. Wall off behind the turet and keep opponents back.

Also can use walls for checking bushes and seeing what is ahead(very useful)!

-What not to do
First and most important, DO NOT wall off teammates, they will hate you for it(few exceptions)! Master your walls so this does not happen(it will take time and you will make mistakes).

Second known who you are against! Some Champions have abilities that let them go through your walls, known who they are. Also, at the start of the game look at what summer abilities your opponents pick because with flash they can still get past Anivia's walls.

-How to use it
This ability does your most damage and get's you your most kills. It is a simple on click ability that does 2x damage when your opponents are chilled. Level it up as fast as you can.(recommend setting to quick cast) For a faster combo you can use Frostbite before Glacial Storm. If your opponent is chilled by Glacial Storm while the Frostbite animation is still in mid air it will still do 2x damage when it hits.

-How to use it
Click R to turn it on and off. It has a very slow cool down and is great to use in team fights for AOE damage. Get good position placement of this ability in team fights; it will get you and your team lots of kills in team fights. Mid game if you are out numbered at a tower you can use this ability to clear incoming creap waves, most teams will not dive you without a creap wave and if they are so bold make them pay for it! Use This ability in combo with your E ability (Frostbite) often, this is your main source of damage (selective using Glacial Storm early game, it takes a lot of mana). (recommend setting to quick cast)

-What not to do
Do not waist all your mana using it. Use, it wisely early game, for it cost a lot of mana. Be selective in choosing when to use it early game. Do not keep it running when no one is standing on it. Doing this uses up a lot of valuable mana for no reason. Learn to turn it on and off fast!

Skill Order

This skill order is for high damage and versatility. Though Flash Frost does more damage then Frost bite if you get the double damage, Frost bite is more reliable and versatile. It can be very useful to put one rank into Crystallize early because even though it is a small wall early game it is still large enough to save allies, cut off fleeing opponents and check bushes. It can also be used in combination to set opponents up for a flash frost. However, for most games you will want to skip the early rank in Crystallize. Get Crystallize early if you are against an opponent that has strong lane sustainability.

Item Builds

Build Type
Instead of a set in stone build, I prefer an flexible build approach that changes depending on the team you are facing and what is need to deal with that team. Every game is different and you need to adaptable. This section will give you advice on what item is need and when it is need to counter the opposing team.

Starting Items: or

The above are two options for starting items. The first option focus on short high damage encounters. This the doran option you basically try to kill your opponent in one exchange before they can heal up. Agressive fights earlly normally favor Anivia because she has her egg to fall back on if you make a mistake. The advantage to this approach is you can bully your opponent early and get an early lead over your opponent. The disadvantage of this build is if you are unable to kill your opponent early (either because they play safe or have jungle help) they may be able to out sustain you. This leads us to the advantage of the second build. This build with its hp and mana pots has much better sustain. The wards will also protect you from ganks and give your team much needed site. The disadvantage to this build is you will be weak in head on fights. This may not be a problem if you sit back and play it safe. Your choice with these two starting builds is between safety and agression.

Core Items (End Game build):

I added this section because people like to get an idea of what an end game build should look like. Most games my build does not look like this, but that is because most games my build never looks the same. In the next sections I will explain how to choose the right build for the game you are in.

Custom Build Order:

>> >>>> **See Major items options below** >> >>

Starting items have already been explained. First back, if you can afford it, pick up HP potions and wards. HP potions will let you stay in lane longer and keep you alive. Wards protect you from ganks and help your team track the enemy jungle. Tear of the goddess is a cost efficient item that gives Aniva much needed mana. Pick it up ASAP so it can start to build stacks. Basic boots are need some time early game so you can keep up. They can also be useful for dodging skill shots in lane.

The "Major Item Optoins" section is when you really start to customizes your build. Often you will need more then one of these items. Advice on what to get and when to get it is found in that section below.

If you find yourself moving around the map a lot or if opponent gets early MR, you may want to upgrade your boots before you get your first major item. But for most games I normally upgrade after my first major item when I have the money because opponents normally don't get early MR and I find that my first core item is more useful for countering the other team and at the same time giving you high damage in early/mid game fights. Also, I almost always get Deathcap at some point in my build. The extra AP it gives is often too much to pass up and lets you deal effective burst damage all game. Late game when your tear is full or close to 750 mana turn it into an Archangels-staff. Archangels is normally one of the last items I get.

Major Item Options:
At this point you need to choose the item which will best counter the team you are playing against best.

Get this vs AD heavy teams. Also, great for countering Fizz, Zed and Vlad alts. Make this your first major item if you are facing AD mid, Fizz or Zed. Not only will the Armour counter them, but you will still have lots of AP. I get hourglass most games because its active will save your life and in most games when it gets late you will need it to counter the opposing ranged ADC.

Get this most games. Rabadon's Deathcap gives a lot of extra hitting power. Very important if you want to be doing burst damage. If you are dominating your lane or if you feel you don't need to counter the other team get this as your first core item. It will help you keep killing your lane and win early team fights over dragon. This will help you snowball, since most of your opponents would not have had time to get MR yet.

Get this vs AP heavy team or when you will need lots of mana. Useful if you think that you will be farming a lot. If you are facing a tuff AP mid lane get this so you can survive their burst and spend more time farming. Also, may want to get this vs a tanky team. The reason is that against tanky teams that you cannot burst mana will become a problem if you don't have blue. It's mana regeneration will insure you have mana while you grind down their tanks at the end of long team fights.

Get this vs tanky teams. Will help you grind down tanks. This item work incredible well with Anivia's passive. You can melt the HP of entire teams with this item alone. This is a tank killing item. The magic pen will help you get past their high MR. It does damage based off their HP, which most tanks have lots of and the extra health it gives you will give you time to grind down tanks before they grind you down.

Get this vs AP or CC heavy teams, but get some damage first before buying this item. It's passive bubble will keep you from getting caught and prevent the channel from your alt from being broke. Very useful against champions like Ashe, WW and Blitz!

Get this if opponents are stacking magic resist. You will normally get this late game when opponents, terrified of your Anivia, try to stack MR in defense. Void staff reduces MR by a percent which makes it more effective then other magic pen items if your opponent have lots of MR.

Get this vs AP heavy team. Great item if you need MR yourself and your opponents have little MR. I do not get this item often, since late game it is normally the AD carry you have to build to counter. If you feed your AP mid, getting this item early will help you stop feeding, but will also give you some damage so you are not completely useless in team fights.

With all of the above items you will have to use your judgement to decide which item is needed for the game you are in. Your build order may change in the middle of the game, for example if you were planning to get Deathcap early because your lane went well, you may want to turn it into an hourglass if you see that bot lane is feed the enemy ADC. The extra armour may save you in a team fight over dragon when you finally face that fed ADC. Another example maybe if you are thinking of getting Liandry's Torment to deal with a tanky team, but see that the top lane Jax is building AD only, you may want to build hourglass first.

Other Items:

- Get these early game when you have the money. They help you stay in lane longer and keep you alive.

- Get one after first back if in side lane, so you can see incoming ganks. Sight helps your team, keeps you safe and wins games. Buy a few for the team. Wards win games!

-Buy one if an important team fight is coming up, are against a team that is good at escaping or if you are desperately defending your base.

- Good for kiting and placing walls.

- Get if you are losing and need to defend your base.

- Helps you chase and run away. Extra speed makes it easier to wall off opponents.

-Soulstealer is a great item for Anivia because her passive keeps her stacks going when other casters would lose stacks in a close team fight. Also, her ult makes it easy for her to get assists. This item becomes less effective at higher ELOs.

- Get this if you are ahead and need more wards on the map. Will not get this often. Wards win games!

- All around great item for Anivia. Gives you HP to keep you alive, gives much needed MP and gives needed AP. Get it early so it has time to build up.

- This gives you 3 lives, which makes it very annoying to kill you. Can be the last thing on your shopping list.

- This is a very late game item. Get after you have over 300 AP. Useful against teams stacking Banshee's Veils.

- Late game item for out of control AD opponents.

Runes

Rune Strategy
I use two rune pages. One for average AP lane opponents and one for the odd AD lane opponent. My strategy with these two rune pages is to counter my lane opponent and to pick runes that will give me bonuses that a carry Anivia needs lots of anyway.(AP, Mana regen, MP).

The Magic Pen marks are the stander choice for most casters. There is no excuse not to have them, they give you extra damage and are better then AP marks. The Mana Regeneration Seals will give you a lot of extra mana over the course of the game. This is important because Anivia needs a lot of Mana. Scaling AP runes give you extra damage. This gives you some damage in team fights even if laning faze went poorly. I prefer scaling over flat AP glyph because most of the game the scaling will be better, since they even out at lvl 7. The extra AP is not need for kills early and I rather have more AP when when I get my alt which makes dealing damage easy. The MR Quintessence are to counter an AP mid. You want to start the game strong and snowball. The best way to do that is counter the person who will be dealing the most damage to you early.

Mark's and Glyp's same as above. I trade mana regen for Armour seal to counter the AD I am facing. This is a good trade since Armour Seal are one of the best all round runes in the game. I use Sacling AP Quint's for the same reason I use them on Glype. However, a strong case can be made for Flat AP Quints since they even out with scaling at a later level (around lvl 11).

Alternative Runes

Greater Quintessence of Movement Speed are another great choice from Quints. Anivia is tide for the slowest champion in the game. The extra speed will help her keep up. The extra speed also can be useful for dodging skill shots and letting you quick go in hit with frost bite and get out with out taking return damage.

Greater Quintessence of Ability Power as already mention are an alternative to scaling AP quints. They make for a stronger early game and will help you snowball.

Greater Glyph of Magic Resist can help you counter an AP mid and get an early advantage. I however, perfer AP Glyph since they are useful against all opponents.

Summoner Spells

Above is what I personally use most games. Ignite will help you secure kills and win your lane. Throughout all the games I have played I can recall countless kills that would have gotten away if not for Ignite. Flash is great summoner all around. It will get you kills and save your poorly position butt, countless times.

Explanation:

-Flash is a must on Anivia. Anivia has great burst damage, flash can be used for surprise burst attacks. If your opponent is low enough to be killed in one burst flash on top of them and get the kill. Great for positioning before a team fight. Also, with Anivia's slow speed, flash is great for chasing and escaping. Make sure you save this valuable summoners for when you need it though. If you are not going to make it out of a gank don't waist flash in a desperate attempted to escape. It is very valuable to have off cd.

Gives you that extra damage needed to finish an opponent off. It's true damage and heal reduction makes it a great finisher. The DOT on ignite will also make it more likely that the kill goes to you, which is a good thing since you are the AP carry and need to get fed.

-I get this when I play top lane Anivia. You may have top lane Anivia if you don't like who you are facing mid or if you have two mid lane champions on the team for some reason. Teleport gives you the sustain you need to take top. It lets you go back, grab some needed mana/hp and get back in lane quickly. Also, lets you gank lanes and get to a team fights. It is great for ganks or reverse ganks. Having a top lane suddenly appear bot is devastating and can lead to an easy Dragon or a tower.

You do not see this often on Anivia, but can be useful. It helps make up for Anivia's lack of speed, making it easier to gank lanes. Great for escapes and chasing. It also can be used very effectively in combination with Anivia's wall. All you have to do is ghost and the extra speed will make it easy for you to wall off opponents. I personal never use ghost because the other summoners a better, but it is still an ok summoner ability for Anivia.

Masteries

General:

9/0/21 is the normal setup for Anivia. I have heard of Anivia's going 0/9/21, but most don't and I don't recommend it unless you are an advanced Anivia player.

Offensive
The 9 in Offensive are for damage all game. Summoner's Wrath is so you have more AP damage when Ignite is on cd. You may even want to waist Ignite early game when your opponent pops their first health pot, so you have extra AP. It is likely Ignite will be back up when you are finally ready to finish them off. The rest in offensive, from Sorcery to Executioner, all directly add to Anivia's damage output in some way and help make her a heavy hitter. There is not much choice in this path since you will want to get Executioner and the alternatives are mostly meant for AD champions.

Utility
For the 21 in Utility Summoner's Insight is great to have. This is because having Flash off cd sooner is a big advantage. "Meditation" helps with Anivia's mana problems. The extra mana regen adds up over time. Wanderer is a viable alternative to Meditation. I prefer Meditation though because I feel that a little extra mana to cast an ability will save you more often then having a little extra speed. Expanded Mind again helps with the mana. However, I prioritize Mastermind over it because again I fee an extra second of cd will save me and get me kills more often then extra mana will. Runic Affinity is great because you will be getting blue buff and will not want to part with it. A extra 20% longer is a lot of extra mana.

Early Game

Lvl 1-3:
Early in the Early Game Anivia's auto attack is very powerful. It's long range and early damage make it great for harass. So, in between last hits try to peck way at your opponent with auto attack to start the laning phase off well. (avoid taking minion damage, they hurt early)

After lvl 3:
Around level 3 you want to start using Anivia's abilities for damage, when you have 2 point into FB (Frost Bite). Depending on your lane you either want to sit back and use your range to farm from a distance or use your range to keep your opponent from farming effectively.

After lvl6:
At lvl 6 your alt makes you very strong and again depending on your opponent you may want to become more active and push the pace. If you are losing the lane you may want to sit back an farm knowing that time will slowly reduce the advantage they have over you and that Anivia is very effective in team fights. Get wards for path to dragon around this time. A ward on the path to dragon helps you see ganks coming and will be useful when a fight for dragon is about to start.

General:
Anivia is a strong lane. Use her range and burst to your advantage. Keep dealing damage and backing off until you are ready to go in for the killing blow.

Champions that are hard to lane against:
There are 3 kinds of Champions can give Anivia problems, ones that are very mobile, have spell shields and other strong burst damage AP's. Mobile champions like Ezreal are easy to deal with after lvl 6 so just sit back and farm for them till lvl 6. Spell shield champions can be tricky. Try to get them to use the spell shield early if you can. But spell shield champions like Morgana most of the time you will just want to sit back and farm. For strong burster like Annie it will mostly come down to skill. If you are losing to a strong caster play defensive and don't feed them. Know that Anivia's late game is strong and there will be lots of time then to get pay back on them.

Don't Feed Strong Caster(Do as I say not as I do :P). Don't worry you can still win late game.

Mid Game

General:
Keep farming away and grab blue when you can. Anivia is slow so make sure you think a head and are where you are needed when you are needed. Her ult gives her the ability to clear waves fast which gives her a short time do other things or push the tower (slowly but effectively). Anivia is a very very strong tower defender, use this to your advantage. Place wards around entrance to dragon. Get ready for team fights where Anivia really shines.

Dragon:
Early mid game make sure you place a ward on the ramp leading to river by Dragon. This will protect you from ganks in lane and will give your team site of when the opposing team is going for Dragon. Go for Dragon when you have the advantage. If bot lane wins a fight bot. Take advantage of your opponents being short a person and take Dragon. If you have a pink on Dragon and wards on the paths to Dragon go for Dragon, but back off if the Enemy comes.

If the enemy is busy doing dragon and your team is well grouped (has hp and mana). Counter their attempt to take Dragon and take it for yourself if you are strong enough. Dragon is a valuable objective, avoid just giving it up. However, if you are alone and the enemy team is going for dragon do not try to stop them. They will likely kill dragon and then turn and kill you. Cut your losses and go farm a lane while they are distracted. Losing Dragon is bad, losing Dragon and you is worst.

Objectives:
Your objectives mid game are farm, take towers, win team fights and take Dragon. You often cannot do all four of these and will have to prioritize objectives, often at the expense of another. You will need to watch the mini map and predict how things will turn out to help you decide which objective you should go for. If you see a fight starting bot lane you need to judge whether you will be able to make it bot in time to help or whether it is better to stay mid and take a tower. You will have to use your own judgment as each game is different.

Avoid losing towers for free. Don't go farm the jungle if it will cost you a tower. Anivia is great at tower defense, put her skills to use. But, don't stay on tower if it's clear you cannot defend it. Learn to cut your losses and manage defeats. Don't make a bad situation worst. If a teammate dies you may have to protect their lane, especially if it's an inner tower. Remember inner towers are more important than outer towers.

Late Game

General:
Stick with your team! Anivia's a team player. Anivia is very effective in a team fight and under a tower. Look for opportunities to wall, but do not compromise your position. Play safe! There is no reason to get caught roaming the jungle solo. Your place is with the team and under towers. Anivia's long range means she can effectively deal damage in a team fight while at the same time keeping a safe distance. Learn to find the perfect positioning where you are in the back line dealing damage and just out of the range of opponents.

Turtling:
Anivia is one of the best if not the best champion at turtling. For those who do not know what this is, turtling is a strategy use when you are lossing a game. Basically all you and your team do is sit under your tower and defend them, instead of fighting outside your base. So, every team fight you have a tower on your side. This strategy gives you and your team time to get back into the game and turn the game around if you win a good team fight under tower. Anivia's alt lets her clear waves so they must fight without minions to tank tower hits and her wall lets her trap the opposing team under the tower or prevent a tower dive.

Sieging Turrets:
As Sun Tzu's said take what is weak, avoid what is strong. Outer towers are much easier to take then inner towers, but inner towers are much more valuable. If you can get an inner tower for free do so over an outer tower. However, if the entire enemy team is under the inner tower it is much better to go after an outer tower and avoid a risky team fight. Outer towers are much easier to siege than inner towers and you are more likely to win a team fight.
Anivia is strong at Sieging towers. You can place down either her wall or alt to keep your opponents away from the tower while you allies try to take the tower. If your opponents make the mistake of moving ahead of the tower you can wall beside the tower walling them off from the rest of their team.

Barron:
Do not go for baron unless it is safe. Losing a team fight and baron can lose you a game you were winning. Only go for Baron under the following conditions.

1. An opponent goes bot lane and will not make it to Baron in time. (do not go bot if Baron is being contested)
2. Multiple of your opponents base Inhibitors are down and they cannot leave their base without minions destroying it.
3. Your team just won a team fight and have enough hp to take it safely
4. You have an Oracles and see that they have no sight wards on Baron and you have wards set up to see them coming.

Going for Baron any other time is often not worth the risk. So, make sure you are very careful when going for it. When you do go for baron do not use up all your mana trying to get it. Let your AD's do the work of killing Baron. Anivia is great at buying time to finish baron. If you see the opposing team coming wall them off at the last second so you team has a little extra time to take it. Act as the point guard and defend your team while they get Baron.

Farming/Jungling

Laning phase (early game):
Learn to time last hits! Do not sit there auto attacking minions, this is a common mistake for beginners. Only try for last hits. Reason, if the minion line is at the opponent's tower you are vulnerable to ganks and it is farther for you to run back to your tower. Use Frost bite on tank mins to make sure you get their gold. Try not to use any of Anivia's abilities until at least lvl 3, this is so you do not waist out of mana. It's more efficient to us mana later lvls than earlier lvls. Watch the attack animation of your minions to better time last hits not the minions heal bar. You can use the hold position button(should be h key) to help with farming a bit(Do not over us it for is good to be moving around).

Late Game:
Conserve mana for a fight, but don't let free farm go to waist. Do not over extend when farming, watch the map and know when it is safe to farm a wave. If someone is missing ask your self "could I get back to tower in time if they came form the side running out at me like a madman?" If nothing is happening farm, but know when a fight is likely to break out (team ready to fight or Baron up) and make sure you have mana for it. Grab jungle creeps when you have the time and it is safe. If you get Golem buff, go crazy farming minions.

Jungling:
Avoid jungling most of the time early game. It waists valuable mana. The exception to this is the Golem Buff(Blue Buff). Grab this buff as often as you can! You can get it by yourself around lvl 10. Anivia is good without it, but super with it. Mid game when you have enough mana you can start clearing wraith camp. This helps you get ahead of your lane opponent in farm. Late game clear neutral creeps when you have time and make blue buff a priority.

Team Fights

Team Fight Tips:
Target squishy enemy champions in team fights (ranged ADC or AP carry). Avoid targeting tanks unless, your team can burst them down quickly or you have no other targets. Communicate with your teammates to setup team fights. Best place to fight is in the jungle. So you can easily divide the opposing team with walls. Also, the tendency for teams to bunch up in choke points in the jungle will make your Glacial Storm more effective.

Position:
Position for Anivia is very important!!!! Normally you want to position yourself at the back and take advantage of Anivia's long range, but not too far back. As Anivia you want to be on the edge of the battle. Take advantage of the long range on Glacial Storm and Flash Frost. Make it costly for the enemy team to approach you by either making them walk through your team or walk through Glacial Storm. Anivia's stuns and slows make her very effective at kiting. Also, being in the back line will let you protect you ranged ADC from assassins and bruisers. Before team fights you can be positioned in the front lines, for more effective walls and placing your Glacial Storm, but once the fight starts make sure you are in the back or safely off to the side.

Glacial Storm
A well place Glacial Storm can be devastating in a team fight. Place this down at the beginning of a team fight in an area that will receive high traffic. This is normally either a choke point, the center of the battle or between your carry and their front line. Just place it on the ground and let it slowly wear down the opposing team. Be aware of abilities that can break your channel, such as silence, stuns and knock ups. Glacial Storm can also be used for zoning in team fights, especially against ranged ADC. If you find yourself able to place Glacial Storm between the ranged ADC and their team the ADC will be forced to decide between staying out of the fight or walking in it and taking massive damage. In Glacial Storm a ranged ADC becomes an easy target for a FF.

Anti-Engage:
Anivia is one of the rare champions that can actually prevent a team fight from happening. If you see that your team is out of position and going to lose an upcoming team fight you can sometime prevent this with a well place wall or combination of your wall and other abilities. This cannot be done for every engagement, but often can be done with great effect at the coke points in jungle.

Team Play

General:
Stick with your team mid and late game! Avoid running around by yourself even when your powerful. Use walls to divide your opponents or divide your self from your opponents. Learn to get good placement of Anivia's ult for good AOE damage. Communication with your teammates is important.

Ganking:
Anivia is great at ganking. Start ganking after you reach level 6 and have the time to gank (win your lane first). It is best to gank early game when one of your lanes is being pushed. Her slows, stun, high damage and wall makes it hard for opponents to escape ganks. Communication with teammates is very important to insure a successful gank. Use pings to signal targets.

Lane Partners:
Normally Anivia is solo. But, if you find yourself having to lane. She lanes very very well with a partner that has a strong stun. The stun makes it easy for her to land FF. Also, find that she works best with Caitlyn if you are supporting. Cailyn's long range complements Anivia's long range and lets her follow up on Flash Frost, were other ADC would not have the time to react.

Gereral Attitude:
Avoid raging and blaming others. This does not help and breaks up team cohesion. If your team losses the will to fight, you have lost. If you still have the will to fight a comeback is possible and I personal have comeback from many a game which look completely lost(these are very exciting Wins). Also, if you make a mistake like a bad wall, which happens, just be honest and say "sorry team, I fail." then get on with the game and try to make up for your mistake later. This is both a hugh personal releaf and defuses any rage that you might be the target of. Remember no one is perfect and even the pros make mistakes. Also, if someone does well on your team don't be afraid to tell them gj. This strengths team cohesion and just makes for a funner and better game experience over all.

Final Comments

Anivia is a strong versatile champion. She brings lots to The Fields of Justice and is fun to play. But it does take some skill to play her well. Enjoy playing her! Go Anivia! See you in game! Winter is Coming!

Thanks for reading this Guide. (^_^)

Feel free to comment on this guide in the comments section.

Feedback weather positive or negative is appreciated. I will try to respond to all questions. Suggestions to improve this guide or pointing out errors I have made are also appreciated.

Items, runes, summoner spells, masteries, mid game, and late game sections all need work. To elaborate on the item section, 1 sentence descriptions of when/why to get an item isn't sufficient. It needs to be clear what point in the game you build the item, what item it replaces in your typical full build, etc.

purplecoelacanth, thanks for the advice... I tried Frozen heart and it works for me... Thanks! I still have difficulties, esp. when there are ganks and I've got no back up... I'm almost Level 12, yey! I'll take note of your advice...

if you're out of cash and their AD is out of control and going after you, then by all means get a thornmail. Keep in mind though that you can just get a lower armor item even since Anivia has one of the highest base armor per level increase. Increasing armor has diminishing returns.

as for frozen heart, I'd prefer it over thornmail bc it has better synergy with anivia than does thornmail... if you can afford it at the time (late game only). You combine your ult + frozen heart on their AD carry and he's fairly neutralized with a perma-36% reduced attack speed

but overall thuogh, I'd prob go with Zhonyas for armor (only 50, but again, diminishing returns) if needed for the active + huge AP (why endure the hits when you can just burst down the squishy? If they have life steal + attack speed, bursts are the only things that are gonna kill them anyway).

PS the masteries section in the middle of the guide need to be updated (the one on top is fine)